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Rework of eq_dictionary
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+70
-68
@@ -851,7 +851,7 @@ static const uint8 SkillDamageTypes[HIGHEST_SKILL + 1] = // change to _SkillServ
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** Material use slots
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**
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*/
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enum MaterialUseSlots : uint8
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enum MaterialSlots : uint8
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{
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MaterialHead = 0,
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MaterialChest,
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@@ -862,8 +862,8 @@ enum MaterialUseSlots : uint8
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MaterialFeet,
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MaterialPrimary,
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MaterialSecondary,
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_MaterialCount,
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_MaterialInvalid = 255
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MaterialCount,
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MaterialInvalid = 255
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};
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/*
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@@ -900,71 +900,73 @@ enum MaterialUseSlots : uint8
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**
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*/
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enum InventoryMapTypes : int16 {
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MapPossessions = 0,
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MapBank,
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MapSharedBank,
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MapTrade,
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MapWorld,
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MapLimbo, // 5
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MapTribute,
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MapTrophyTribute,
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MapGuildTribute,
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MapMerchant,
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MapDeleted, // 10
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MapCorpse,
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MapBazaar,
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MapInspect,
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MapRealEstate,
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MapViewMODPC, // 15
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MapViewMODBank,
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MapViewMODSharedBank,
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MapViewMODLimbo,
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MapAltStorage,
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MapArchived, // 20
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MapMail,
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MapGuildTrophyTribute,
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MapKrono,
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MapOther,
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_MapCount
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enum InventoryTypes : int16
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{
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TypePossessions = 0,
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TypeBank,
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TypeSharedBank,
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TypeTrade,
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TypeWorld,
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TypeLimbo, // 5
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TypeTribute,
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TypeTrophyTribute,
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TypeGuildTribute,
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TypeMerchant,
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TypeDeleted, // 10
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TypeCorpse,
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TypeBazaar,
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TypeInspect,
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TypeRealEstate,
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TypeViewMODPC, // 15
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TypeViewMODBank,
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TypeViewMODSharedBank,
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TypeViewMODLimbo,
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TypeAltStorage,
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TypeArchived, // 20
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TypeMail,
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TypeGuildTrophyTribute,
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TypeKrono,
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TypeOther,
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TypeCount
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};
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enum InventoryMainTypes : int16 {
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MainCharm = 0,
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MainEar1,
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MainHead,
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MainFace,
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MainEar2,
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MainNeck, // 5
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MainShoulders,
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MainArms,
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MainBack,
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MainWrist1,
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MainWrist2, // 10
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MainRange,
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MainHands,
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MainPrimary,
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MainSecondary,
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MainFinger1, // 15
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MainFinger2,
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MainChest,
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MainLegs,
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MainFeet,
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MainWaist, // 20
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MainPowerSource = 9999, // temp
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MainAmmo = 21, // temp
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MainGeneral1,
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MainGeneral2,
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MainGeneral3,
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MainGeneral4, // 25
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MainGeneral5,
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MainGeneral6,
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MainGeneral7,
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MainGeneral8,
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//MainGeneral9,
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//MainGeneral10,
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MainCursor, // 30
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_MainCount
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enum PossessionsSlots : int16
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{
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SlotCharm = 0,
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SlotEar1,
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SlotHead,
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SlotFace,
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SlotEar2,
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SlotNeck, // 5
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SlotShoulders,
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SlotArms,
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SlotBack,
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SlotWrist1,
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SlotWrist2, // 10
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SlotRange,
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SlotHands,
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SlotPrimary,
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SlotSecondary,
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SlotFinger1, // 15
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SlotFinger2,
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SlotChest,
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SlotLegs,
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SlotFeet,
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SlotWaist, // 20
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SlotPowerSource = 9999, // temp
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SlotAmmo = 21, // temp
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SlotGeneral1,
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SlotGeneral2,
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SlotGeneral3,
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SlotGeneral4, // 25
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SlotGeneral5,
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SlotGeneral6,
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SlotGeneral7,
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SlotGeneral8,
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//SlotGeneral9,
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//SlotGeneral10,
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SlotCursor, // 30
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SlotCount
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};
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#define INVALID_INDEX -1
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@@ -973,8 +975,8 @@ enum InventoryMainTypes : int16 {
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// yes..these are redundant... but, they help to identify and define what is actually being performed
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// plus, since they're pre-op's, they don't affect the actual binary size
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#define MAP_BEGIN 0
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#define MAIN_BEGIN 0
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#define TYPE_BEGIN 0
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#define SLOT_BEGIN 0
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#define SUB_BEGIN 0
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#define AUG_BEGIN 0
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